PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I am quite new to the game and did do use the tactic of turning off spawning at the start as roland mentioned and block durability to 25 and then looting a city for 1 or 2 days and then digging a mine to use for a temp base and then turn spawning back on a block durability to 100.

This gave me a headstart but with no zombies you dont get make enough xp and they way the veins have changed mining (gravel) has made me think and experiment with different setups.

I may be slightly progressing difficulty with the game also and i am believer that you need to try and adapt to changes in the game.

Blocks down 25 isnt an option with zombies and town city poi's as far as i am concerned i expect damage and do a little to buildings myself sometimes but on 25 everything is far too destroyed early on to use this value with zombies.

But thats ok it has its other uses and i can try increasing it and also try different tactics.

I dont even bother trying to hold on to the wellness with me having so little gametime hours mines and dogs etc i have a high chance getting caught out by them so dying isnt that bad as long as you think about your respawn location and there is skillsets for min health to balance the just keep going tactic.

Personally i found building structures a steep learning curve and i was confused how loads where pathed to solid ground , yes i know the wiki explains it but i couldnt fully understand it that quickly.

Only really started to understand it by spending time in creative , i think trying to understand it in normal game even with zombie spawning low or off would taken forever.

I will be honest i dont understand the discussion about block health.

Armor for blocks?

SSteel already goes what is it 2 downgrades ,place one of them wrong on 200% and your sorry even with an auger.

I thought upgrade was block armor but maybe i just cant see your point from you perspective or experience.

Armor on zombies to make them more difficult ? i am really new to configs and this is likely a stupid suggestion but cant you give them a stun buff as they should be immune to the wellness modifier ?

 
i want a way to balance the Weapons new. As example

1: Weak Western Revolver = Make good Damage against weak Zombies (Good HP Damage) but much less Damage against Heavy Zombies (weak Armour Penetration)

2: Modern weapon = Can use 3 Ammotypes Normal, AP, and Hp Damage. AP makes less damage but 100% of it hits strong enemys

Dependent on the Possibilitys of the engine.

Means rock-paper-scissors mechanic that need more tactical use of the weapons.

If it works as i imagine the player use 90% of the time, Crossbow, Bow, Blunderbuss and Pistol/Rifle Wild west alike. And rare Modern weapons and ammo only if needed. Actuall Gameplay is to much Arcade for me

Different armour values for different Body Parts would be perfect, but i take what i can get. At the moment it looks like i will use Buffs/Debuffs

 
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i want a way to balance the Weapons new. As example1: Weak Western Revolver = Make good Damage against weak Zombies (Good HP Damage) but much less Damage against Heavy Zombies (weak Armour Penetration)

2: Modern weapon = Can use 3 Ammotypes Normal, AP, and Hp Damage. AP makes less damage but 100% of it hits strong enemys

Dependent on the Possibilitys of the engine.

Means rock-paper-scissors mechanic that need more tactical use of the weapons.

If it works as i imagine the player use 90% of the time, Crossbow, Bow, Blunderbuss and Pistol/Rifle Wild west alike. And rare Modern weapons and ammo only if needed. Actuall Gameplay is to much Arcade for me

Different armour values for different Body Parts would be perfect, but i take what i can get. At the moment it looks like i will use Buffs/Debuffs
Just looking now are the decap rules are they something you can modify i know not the same as what you have described but with debuff/buffs also ?

 
In A15 (not so much A16 due to zombie pathing) i would have my main base which was one layer thick concrete wall, so not impenetrable. And then i'd have my horde night/wandering horde fighting pit about 20/30 blocks away.

Yes the wandering horde might tap at your walls before you realise whats going on but then id just lead them to the fighting pit and let loose, you can even make catwalks over to it just in case they happen to turn up at night.

 
i want a way to balance the Weapons new. As example1: Weak Western Revolver = Make good Damage against weak Zombies (Good HP Damage) but much less Damage against Heavy Zombies (weak Armour Penetration)

2: Modern weapon = Can use 3 Ammotypes Normal, AP, and Hp Damage. AP makes less damage but 100% of it hits strong enemys

Dependent on the Possibilitys of the engine.

Means rock-paper-scissors mechanic that need more tactical use of the weapons.

If it works as i imagine the player use 90% of the time, Crossbow, Bow, Blunderbuss and Pistol/Rifle Wild west alike. And rare Modern weapons and ammo only if needed. Actuall Gameplay is to much Arcade for me

Different armour values for different Body Parts would be perfect, but i take what i can get. At the moment it looks like i will use Buffs/Debuffs
You have got a nice point. Blunt weapons would work great on thin, weak, bony zombies but You would need a bladed weapon to cut through the Hawaiian shirt zombie and big momma.

The game is aching for a weaponry facelift. More variety, more ammo types would definitely increase the fun-factor for me.

The apocalypse is happening in 'MURICA - where are all the guns?

 
Strong Forts

The near (5-10 meters above) bedrock base is about as invulnerable as you can get. If you really want to min/max it then go for the near bedrock base that's also hugging the invincible trader wall! :)

Above ground you can do the stilt forts that are still pretty robust.

A more conventional yet strong surface fortress is also possible with 4 pits in a square, up to 10x10 meters (5x5 is best IMO), at least 20 meters below rock level deep, each pit separated by 1-5 meters of untouched rock. You place your castle in the middle, carefully, defending the non-pit areas with solid blocks of reinforced concrete. (I should take a picture, because the solid block pillars are what improves your SI so you can build up to any height)

 
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You have got a nice point. Blunt weapons would work great on thin, weak, bony zombies but You would need a bladed weapon to cut through the Hawaiian shirt zombie and big momma.
In realistic terms bladed weapons are awesome against unarmored opponents who can bleed.

Anything heavier or even armored (like a skull) and you are looking for a blunt weapon.

Medieval anti-armor weapons were maces and polearms, with and without spikes. The flanged mace is a classic example.

Cutting through metal armor (without instantly destroying the blade) firmly belongs in japanese cartoons.

 
The apocalypse is happening in 'MURICA - where are all the guns?
Perhaps the early stages of infection cause people to become paranoid about their weapons, so they disassemble their guns and scatter the components. Thus, we are finding weapon components more often than complete weapons in our scavenging.

 
Dear Diary,

The zombies are still after me. I can hear them moaning outside all night. I dare not use torches because they are unbalanced and totally screw the heat map. I wish the gods would fix that.

Today, I journeyed to the next town over in search of supplies. I really need food, so I was hoping to see some kind of animal. There were none. What kind of god-forsaken world am I living in when I can't even find one animal to carve up and eat? Isn't the zombie apocalypse supposed to mean that nature makes its comeback? Shouldn't there be more animals, not less? Of course, my troubles didn't end with that. You see, I had to leave behind a bunch of loot because all I have is this ♥♥♥♥♥♥♥ed child's size backpack with Elmo on it. Did the zombies just go around and destroy every pack with any carrying capacity? Is this just some cruel cosmic joke?

I hope I survive until the morrow. The sky is starting to look red...

 
In realistic terms bladed weapons are awesome against unarmored opponents who can bleed.
Anything heavier or even armored (like a skull) and you are looking for a blunt weapon.

Medieval anti-armor weapons were maces and polearms, with and without spikes. The flanged mace is a classic example.

Cutting through metal armor (without instantly destroying the blade) firmly belongs in japanese cartoons.
The best battle armor was French knight armor around the time of Agincourt, really the ultimate stuff. Your best hope was a hard bash against his helmet with something heavy and hopefully stun him so you can go for one of the few weak spots.

I'd take one of those half hammer, half pickaxe deals if I was in good armor myself otherwise some polearm with a hammer and spear setup.

 
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In realistic terms bladed weapons are awesome against unarmored opponents who can bleed.
Anything heavier or even armored (like a skull) and you are looking for a blunt weapon.

Medieval anti-armor weapons were maces and polearms, with and without spikes. The flanged mace is a classic example.

Cutting through metal armor (without instantly destroying the blade) firmly belongs in japanese cartoons.
Then perhaps you should look up the Japan's conflict with the Mongols

Battle of Taka Island - annihilation of Mongol army--Wikipedia July-1281

The Mongol invasions of Japan facilitated a change in the designs of Japanese swords. Thin tachi and chokuto style blades were often unable to cut through the boiled leather armor of the Mongols, with the blades often chipping or breaking off.[39] Tachi blades were shortened and thickened, with the katana eventually being introduced as a result.--Wikipedia

Sword test: Should go to 6;30

https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&uact=8&ved=0ahUKEwiYv5a168fWAhVTgiYKHTAEB_wQtwIIJjAA&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DEDkoj932YFo&usg=AFQjCNH1QfYhjUEtcy9bwXq6Et4sQRO2fg

Cutting though iron clip:

https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=11&cad=rja&uact=8&ved=0ahUKEwiYv5a168fWAhVTgiYKHTAEB_wQtwIIVTAK&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DRyO46RQhYkQ&usg=AFQjCNGVLXhf8A-X3kgsfpdv0NQaOxAcRg

Japanese sword making is unlike any other crafting of a weapon. The secret is in the forging of the metal. Working with it at two different temperatures.

It is probably the most complex way to build a sword but dam it is effective.

 
In realistic terms bladed weapons are awesome against unarmored opponents who can bleed.
Anything heavier or even armored (like a skull) and you are looking for a blunt weapon.

Medieval anti-armor weapons were maces and polearms, with and without spikes. The flanged mace is a classic example.

Cutting through metal armor (without instantly destroying the blade) firmly belongs in japanese cartoons.
Well If You put it that way... I guess cutting zambies is not smart because they do not fear bleeds.

 
endgameing a sandbox

It's worth repeating that the Behemoth can't change the game through high stats alone. It can only change the game with an improved AI. Otherwise it's just another guy spinning in circles under your stilt base or over your underground base, who happens to be really big.
Perhaps the desire to reach a level of absolute safety really stems from the lack of any other defined win condition. Imagine inventing the zombie cure, overthrowing the Duke of Navezgane, or reaching an extraction zone. I've brainstormed about eight different ways the zombie apocalypse could come to a satisfying conclusion. I don't know if that's right for this game, but it would provide a more directed ultimate goal than reaching the point of "boredom" & wanting to restart.
an Endgame to a sandbox is tricky, as by definition its non linear. However I think a good alternative would be to include the restart as an in game option that makes sense. For example- You build you base, get to the "boredom factor", however there is still a government structure holding on (thats where the supply crates come from). They have seen your progress and want you to "tame" another area for repopulation. Once you get that quest option in a crate, you can activate it, go to a designated Evac, the game then refreshes (random seed?) and you respawn with some random gear in crates (plus what was on your toolbelt).

How many starting points for refugees can you build?

 
One more thing real quick a Gyrocopter?? Really?Well at least those complaining about people nerd-poling with frames will provably lay off on that matter.

Heck! I bet they will be begging to remove the gyrocopter and saying the frames were fine. :)
far more likely an ultra-light. canvas/leather+small engine+mini bike tires+much forged iron or forged steel =ultra-light.

it could even be made in pieces like the minibike. i.e. seat, prop/engine, chassis etc. Don't know if the graphics could keep up with the speed of flying though.

 
Even after ~1700 hours I still have so much to learn. Massive kudos to 7D2D, and a slightly smaller one to Graphite.
I like the fact that it seems to have a special container that either when spawned or destroyed has high probility of spawning a cob web.

I think it spawns a container (like the bag) you cannot see when placing minibike frame an it spawns the frame and sometimes a cobweb with it.

If your actually crazy and bored enough to damage one to zero then it wont destruct and you can still collide with it.

You can pick it up and put it in backpack or tool belt but if in toolbelt and you select the slot that its in it will despawn but if you dont change to toolbelt slot or its in your backpack you can repair it in your backpack.

Trying to work out accurate steps from when a bike frame is selected and put in a gui container space until it is placed in the world has broke my mind...

And trying to figure out the point when its been selected or placed in a container space is melting my mind too, it must be being placed into a container as it seems the container does a health check of <=0 and if true despawns the frame.

Anyone have any ideas..?

Im all out of them.

 
In realistic terms bladed weapons are awesome against unarmored opponents who can bleed.
Anything heavier or even armored (like a skull) and you are looking for a blunt weapon.

Medieval anti-armor weapons were maces and polearms, with and without spikes. The flanged mace is a classic example.

Cutting through metal armor (without instantly destroying the blade) firmly belongs in japanese cartoons.
There were certainly ways to de-shell a knight. This early tin opener was based on a pole-arm used for that purpose. The action is the same although the original had a lot more blood and screaming during use.

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Well If You put it that way... I guess cutting zambies is not smart because they do not fear bleeds.
They can't chase you if you cut their legs off.

 
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